Falcon
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#include <PhysicsComponent.h>
Public Member Functions | |
PhysicsComponent () | |
PhysicsComponent (Rigidbody *actor) | |
void | SetBoxCollider (const float &halfX, const float &halfY, const float &halfZ) |
void | SetSphereCollider (const float &radius) |
void | SetCapsuleCollider (const float &radius, const float &halfHeight) |
void | SetMeshCollider (const glm::vec3 *vertexData, const int &count, const int &stride) |
void | SetCollider (Collider *m_collider) |
bool | SetPhysicsBodyType (const Transform *transform, physics::PhysicsBodyType type) |
void | AddToExclusiveShape (Rigidbody *actor, const Transform *transform, const glm::vec3 *vertexData, const int &count, const int &stride) |
const Collider * | GetCollider () const |
const Rigidbody * | GetActor () const |
~PhysicsComponent () | |
Structure Definition for holding data needed for calculating physics events on the entity.
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